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World Generation Really Loopy Now?


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Outside of setpieces and cave/ruins generation being all out of whack, what I've noticed is that for the Surface, world generation now seems to be able to significantly loop around, making worlds look like a C, or when that's not the case, stuff typically is like a straight line world, making things seem super far apart from each other. With the old world generation, it was more structured and branched, meaning that at the very least, stuff wasn't terribly from each other if you're world generation wasn't so great. With this new generation, it feels like stuff is super far apart from each other, meaning massively long boat bridges would be needed cause of world gen.

I don't know how I feel about it, since cave gen is messed up at the moment so I can't use that as a reliable way of checking cave entrance shortcuts. What do other people notice?

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What i've noticed so far.

  • Set pieces can spawn partially off the island
  • Glommer and Chester are sometimes deleted by the ocean when the world is generating
  • Swamps are no longer guaranteed dead ends (Meaning they rarely if ever had more than one biome connecting to the swamp.)
  • Considerably more "holey" generation
  • A lot more peninsulas and land bridges

That's all i've noticed for now.

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51 minutes ago, ButterStuffed said:

Swamps are no longer guaranteed dead ends (Meaning they rarely if ever had more than one biome connecting to the swamp.)

I've noticed this one too. I've had the swamp connect to the Dfly desert a few times now. Feels weird imo.

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7 hours ago, lakhnish said:

and cave/ruins generation being all out of whack

ive played in 3 'serious' servers so far and all of them had the ruins in absolute unpredictable chaos, spread across the caves - stuff like the labyrinth coming right after a village and militaries one step away from a cave entrance. im pretty sure they changed the algorithms for the caves too

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